Airstream Supported Asymmetric Battling Spheres Toy

ABSTRACT

A table top game uses two or more light-weight balls that are staged within an open enclosure overtop of a fan or other pneumatic source that generates a vertical air stream of sufficient flow rate to suspend the balls. Toy weapons are selectively attached to each light-weight ball as part of game play to vary the aerodynamic oscillation, simulating attacking movements that may cause a given light-weight ball to fly out of the air stream or to knock another opponent light-weight ball out of the air stream. Each round of the game concludes with one light-weight ball remaining suspended. The enclosure may advantageously funnel a fallen light-weight ball back into the air stream if not propelled laterally a significant distance out of play. Interactive elements that vary the air stream or inject a lateral air stream or projectile may also be included.

CROSS REFERENCE TO RELATED APPLICATIONS

The present application claims the benefit of U.S. Pat. Appln. Ser. No. 60/719,274 “Airstream supported asymmetric battling spheres toy” to Brattesani, et al., filed on 21 Sep. 2005, the disclosure of which is hereby incorporated by reference in its entirety.

FIELD OF THE INVENTION

The present invention relates, in general, to an action toy or a dynamic display and more particularly to an apparatus for at least a short duration suspending a plurality of light elements in midair, each element selectively given nonsymmetrical attachments to impart oscillatory or random movements.

BACKGROUND OF THE INVENTION

Science demonstrations have long been known wherein a light-weight spherical object is placed over an upwardly blown air stream. Bernoulli's effect causes the light-weight spherical object to hover, perhaps with some vertical oscillation and rotation, over a source of the air stream. Toys have long incorporated this feature, such as U.S. Pat. No. 137,119 wherein a hand cranked fan was employed to cause a ball to hover.

Of course, the novelty of such motion is soon lost so a more interactive use of this effect has also been long recognized. In amusement games such as described in U.S. Pat. No. 2,129,489, players used long-handled baskets to capture a ball among many that hover over a funnel that directed the balls into an air nozzle.

As another example, in U.S. Pat. No. 4,345,765, a carnival shooting gallery includes a plurality of balls each hovering over a respective air nozzle. A volume rate of air dispensed from each nozzle is randomly varied to impart an ever changing height of the respective hovering ball to enhance the challenge in shooting the ball.

While such toys may have been successful in their day, it is desirable to find new types of game play to engage the imagination of children. Consequently, a significant need exists for a toy that provides an entertaining, interactive experience with an aerodynamically suspended light-weight object.

BRIEF SUMMARY OF THE INVENTION

The invention overcomes the above-noted and other deficiencies of the prior art by providing a game based upon a small base suitable for placement on a floor or a table in a residential home that projects an air stream up through an enclosure to suspend one or more light-weight, generally-spherical objects. Each object may receive a projection that varies the movement of the object within the air stream such that a plurality of such adorned objects simulates battle.

These and other objects and advantages of the present invention shall be made apparent from the accompanying drawings and the description thereof.

BRIEF DESCRIPTION OF THE FIGURES

The accompanying drawings, which are incorporated in and constitute a part of this specification, illustrate embodiments of the invention, and, together with the general description of the invention given above, and the detailed description of the embodiments given below, serve to explain the principles of the present invention.

FIG. 1 is perspective view of a vertical air stream producing base having an overhanging funnel enclosure suspending a plurality of light-weight, generally spherical objects selectively adorned with outwardly projecting toy weapons as part of an action toy apparatus.

FIG. 2 is a detail front view of a main air unit being installed into a tripod base unit.

FIG. 3 is a front detail view of indicia confirming the locking of the main air unit into the tripod base unit.

FIG. 4 is a front detail view of a pedestal arm being attached to an arena basket of the toy apparatus.

FIG. 5 is a front detail view of the tripod base unit supporting a lower portion of the main air unit of the toy apparatus being electrically connected to a wall outlet via a power adapter.

FIG. 6 is a cross sectional view through a light-generally spherical object and projecting element of FIG. 1.

FIG. 7 is a front isometric view of the main air unit being attached to an alternative arena basket that includes launchers and storm actuators.

FIG. 8 is a front detail view of an arena basket assembly being attached to a porous neck of the alternative arena basket of FIG. 7.

FIG. 9 is a front detail view of a storm actuator being moved toward the assembled arena basket and porous neck of the alternative arena basket assembly of FIG. 7.

FIG. 10 is a front detail view of a storm actuator installed onto the assembled arena basket and porous neck of the alternative arena basket assembly of FIG. 7.

FIG. 11 is a front detail view of a launcher being installed onto the arena basket of the alternative arena basket assembly of FIG. 7.

FIG. 12 is an isometric view of two launchers and an interposed weapon rack attached therebetween of the alternative arena basket assembly of FIG. 7.

FIG. 13 is a detail view of a light-weight generally spherical object being inserted into a launcher of the alternative arena basket assembly of FIG. 7.

FIG. 14 is a detail view of the light-weight generally spherical object inserted into the launcher of FIG. 13.

FIG. 15 is a detail view of the light-weight generally spherical object being ejected from the launcher of FIG. 13.

FIG. 16 is a bottom view of a light weight generally-spherical object of FIG. 1 bearing game indicia affecting allowable projecting elements to be armed and disarmed and a manner of according winning bouts with other objects.

FIG. 17 is a top view of a Team Combat Map used with the toy apparatus of FIG. 1 to form a game assembly.

DETAILED DESCRIPTION OF THE INVENTION

In FIG. 1, a toy apparatus 110 assembles without the need for tools in order to be transported in reduced size packaging (not shown). In particular, in FIG. 2, a central hole 111 in a tripod base unit 112 receives a throttle lever 113 and main air unit 114, the latter being then rotated vertically as depicted in FIG. 1 and rotated until the upper indicia (crosshairs) 116 on the main air unit 114 align with the lower indicia (crosshairs) 118 (FIG. 3) on the tripod base unit 112 indicating locking engagement. Thereafter, each of three identical pedestal arms 120 have an upper tab 122 respectively snap fit into a radially spaced aperture 123 in a half spherical arena basket 124 and a lower male end 126 a-126 c inserted into a radially spaced female aperture 128 formed in the tripod base unit 112. Each pedestal arm presents an upper and lower warrior holder 130, 132, respectively, that are generally half spherical with a pair of inwardly biased gripping fingers 134, 136, respectively for holding a warrior sphere (spherical object) 137, below which, a plurality of gripping channels 138 respectively extend laterally outwardly from each pedestal arm 120. The toy apparatus 110 is then powered via an AC adapter 140 that is inserted into a wall outlet 142 and the main air unit 114 and activated by a power switch 144 (FIG. 5).

The game apparatus 110 is adjusted for play by placing one warrior sphere 137 into the arena basket 124 and turning on the power switch 144, launching the warrior sphere 137 into the air. Adjustment of the throttle lever 113 controls the amount of air allowed into the main air unit 114, thereby adjusting the height of the warrior sphere 137, preferably about 3-4′ above an upper edge of the arena basket 124. Additional air flow that passes through a bottom aperture (not shown) in the arena basket, depicted by arrows 146, tends to shorten the time until battling warrior spheres 137 are ejected from the air flow and lower air flow tends to increase the time.

For instance, a plurality of generally spherical objects 137 a-137 d are formed of a light weight and/or hollow material such that each may be suspended within the air stream 18 by Bernoulli's effect. This shape may be varied by texture, roundness, etc. The bottom aperture in the arena basket 124 is sized and proximate to the upper opening in the main air unit 114 such that the generally spherical object 137 a that has fallen out of the air stream 18 may be directed back into the air stream 146, continuing game play. One or more projections 150 a-150 d, which are retrieved from the gripping channels 138 a-138 c, may be inserted or affixed to a selected generally spherical object 137 a-137 b to add a degree of movement (FIG. 6), either unpredictable or aerodynamically stable (e.g., rotation) to change the likelihood of the selected spherical object remaining in the air stream 146, such as object 137 b, or being ejected beyond the reach of the arena basket 124 and out of play, such as object 137 c by either contact between objects 137 b, 137 c or self-induced movement. Examples of projections include a rigid weapon-like projection 150 a, an aerodynamic enhancement projection 150 b (e.g., wing), an appendage projection 150 c (e.g., hand, claw, leg), and a floppy weapon-like projection 150 d (e.g., mace).

In FIG. 7, an alternate arena basket assembly 200 may be installed upon the main air unit 114 for providing additional game play interactivity, to include standardized launchers 202 of spherical objects 137 and air flow turbulence introduction by “storm” actuators 204. In FIG. 8, the arena basket assembly 200 is assembled first by snapping a porous neck 206 to a lower center portion 208 of an arena basket 210. Downward gripping flanges 212 of the porous neck 206 are sized to engage an outer rim of an exhaust nozzle 214 of the main air unit 114. In FIGS. 9-10, the storm actuator 204 includes an upper arm 216 that inwardly terminates in a downward locking detail 218 that slides inwardly through a detail slot 220 and downwardly into a detail locking receptacle 222, both formed in the arena basket 210. An outer pivoting end 224 of the upper arm 216 has an outwardly projecting thumb tab 226 and is pivotally attached to a lower arm 228 sized to present its other end, depicted as a fin 230, through a fin slot 232 formed in the porous neck 206. In FIGS. 11-12, the launcher 202 includes lower fingers 234 of a sphere holder 235 shaped to encompass a lower, outward portion of a spherical object 137. An upper, downwardly curved finger 236 is pivotally attached to an upper fork 238 and has an outwardly extending trigger lever 240, under which is attached a pusher rod 242 that extends through an aft hole 244 in the sphere holder 235 such that downward actuation of the trigger lever 240 releases the curved finger 236 from any gripped spherical object 137 as the push rod 242 simultaneously forces the spherical object 137 out of the sphere holder 235 (FIG. 14). The sphere holder 235 is attached to an inwardly projecting leg 245 with a downward detail end 246 that is inserted into a launcher receptacle 248 formed on an upper edge 249 of the arena basket 210.

Thus, in FIG. 12, a spherical object 137 may be inserted into the sphere holder 235 of the launcher 202 with the trigger lever 240 depressed. It should be appreciated that the spherical object 137 would encounter the pusher rod 242, which helps in coordinating the locking of the curved finger 236 onto the spherical object 137 during insertion. In FIG. 13, the launcher 202 encompasses the spherical object 137, awaiting game play. It should be appreciated that the lower fingers 234 and curved finger 236 provide recesses that would receive a weapon-like projection 150, if present. In FIG. 14, the trigger lever 240 is depressed to eject the spherical object.

In FIG. 15, a curved weapon rack 250 has male ends 251 that are inserted into a respective rack hole 252 (FIG. 11) in an adjacent inward projecting leg 245 of a launcher 202. The weapon rack 250 includes a plurality of pairs of gripping flanges 253 that may hold weapon-like projections 150. In FIG. 16, these weapon-like projections 150 are selected based on characteristics printed on a particular warrior sphere 137. In particular, a clan association 254 (e.g., Zhangcons, Brattezans, Logons, Soroms, Kaans, Praags, Citics, Gertazons) is associated with specific types of weapons. An Arm Number 255 specifies a maximum number of weapons that a particular clan member name 256 may hold. A disarm rating number 257 specifies how many weapons this particular clan member name 256 may remove from a loser warrior sphere 137. Combat terms used below include “KNOCKOUT”, which occurs when a Warrior 137 falls, is knocked or is blown out of the Arena basket 24, 210/air stream 146. “PIN” refers to when a Warrior 137 gets stuck or hangs in the Arena basket 24, 210. When this occurs, the player knocks the warrior 137 loose and combat continues. “DOUBLE-PIN” refers to when a Warrior 137 is pinned twice in the same match and counts as a Knockout. “DOUBLE-OUT” occurs when both Warriors 137 are knocked out at the same time, which counts as one Pin for each. It is necessary to drop them both back into the air stream 146 on the count of three and continue the match.

After one Warrior 137 is Knocked Out, the winning Warrior 137 gets to DISARM him according to the winner's DISARM RATING number 257. For example, a winning Warrior 137 with a Disarm of “2” can choose any 2 weapons to remove from the losing Warrior. Disarming can be affected by Abilities and Special Rules, as listed in Table 1. An ability label 258 specifies a special power that a warrior possesses during battle or after a knockout. An ability color label 259 specifies that an associated ability must match a color of at least one attached weapon 150 in order to be active. Those abilities without a color label 259 are always active regardless of the color of attached weapons 150. TABLE 1 Series Combat Ability Chart IS USED The warrior WHEN . . . wins and The warrior is disarming the is being ABILITY loser disarmed In battle COUNTER: Can remove 1 weapon from the X winner (unless it's the winner's last weapon) DEFEND: The winner's Disarm rating is X reduced by 1, unless rating already is 1 GRACE: Loser (not winner) decides which X weapon he loses RAGE: Can take on the loser's Disarm rating X if it is higher than his own RE-ARM: Can re-arm himself with 1 X weapon of his choice, in addition to Disarming loser RE-FIT: Can rearrange any weapon(s) he X still has RESIST: Loses only 1 weapon, despite winner's Disarm rating RUTHLESS: Knocks out opponent with only X 1 Pin SABOTAGE: Can Disarm ANY Warrior in X opponent's Army instead of Disarming loser SACRIFICE: When Disarming loser, can X remove 1 of his OWN weapons in exchange for removing 1 more of the loser's weapons STEALTH: Disables opponent's X X COUNTER, RESIST, SABOTAGE or SACRIFICE SUPPORT: When this Warrior is eliminated, X he can stay alive by re-arming himself with 1 or more weapons from any ONE Warrior of HIS OWN Army (even if he eliminates that Warrior) WEAK: This Warrior is Knocked Out after X only 1 Pin

Part of game play may include a collector aspect, wherein the packaging and rarity of certain warrior types adds another preparatory element. For example, the game apparatus 110, 210 may initially be accompanied with a set of four warrior spheres comprising (name, clan ARM/DISARM, Attribute 1, Attribute 2): (a) Lott/Brattezan, 2•3, DEFEND, RE-ARM; (b) Urg/Gertazon, 4•1, COUNTER, RE-FIT; (c) Sektur/Sorom, 3•2, RAID; and (d) Fyn/Praag, 3•2, SACRIFICE, RUTHLESS. A team combat assembly that includes the launchers 202 may further include additional warrior spheres such as comprising (name, clan ARM/DISARM, Attribute 1, Attribute 2): (e) Niloc/Brattezan, 4•1, RAGE; and (f) Wirr/Praag, 2•3, SABOTAGE, RUTHLESS.

To further enhance the attraction of collecting warrior spheres 137, or to allow customizing with a preferred clan, two sets of three Brattezan warriors may be aesthetically adorned to go along with this description: Brattezans—REGION OF ORIGIN: Woodland. Brattezans are barbaric warriors with large, heavy weapons used to overpower the competition. Skilled in combat, these warriors are powerful but not very agile. When they strike, they strike big! WEAPON OF CHOICE: Battle-Axes. The clan members may include (name, clan ARM/DISARM, Attribute(s)): Nivlem/Brattezan, 5•1, FEND; Avlis/Brattezan3•2, RAGE; Dellnar/Brattezan2•3, DEFEND, RUTHLESS; Teon/Brattezan3•2, RE-ARM; Killun/Brattezan, 4•2, RAGE, WEAK; Ergio/Brattezan, 2•3, RAID, RUTHLESS.

In addition, two sets of three Soroms warriors may be aesthetically adorned to go along with this description: Soroms—REGION OF ORIGIN: Rainforest. Sorom warriors are primitive and fierce. This clan uses much simpler weapons and paints them with symbols of their region. Although their weapons are not as advanced as other clans, Soroms move fast and have exceptional battle skills. WEAPON OF CHOICE: Skull Blades. The clan members may include (name, clan ARM/DISARM, Attribute(s)): Naro/Soroms, 4•1, RAGE; Exil/Soroms, 2•3, RAID, SACRIFICE; Ezik/Soroms, 5•1, RAID; Helter/Soroms, 5•1, SABOTAGE; Nej/Soroms, 3•2, RAID, SACRIFICE; Maado/Soroms, 2•2, RAGE, SABOTAGE.

In addition, two sets of three Gertazons warriors may be aesthetically adorned to go along with this description: Gertazons—REGION OF ORIGIN: Desert Cliffs. Gertazon weapons are hook-shaped, double-edged and RAZOR-sharp! These fierce hooks are designed to slice through the air at an opponent—but be careful—if they get hooked on an edge, your warrior might get pinned! WEAPON OF CHOICE: Sickles. The clan members may include (name, clan ARM/DISARM, Attribute(s)): Ollock/Gertazons, 4•1, RAID, RE-FIT; Krahz/Gertazons, 4•1, COUNTER, SUPPORT; Roc/Gertazons, 3•2, RAID; Herkon/Gertazons, 5•1, COUNTER; Oron/Gertazons, 3•1, RAGE, RE-FIT; Bram/Gertazons, 3•2, GRACE, RE-FIT, SUPPORT.

In addition, two sets of three Praags warriors may be aesthetically adorned to go along with this description: Praags—REGION OF ORIGIN: Ocean. Praag warriors are known for being fast. Living in the ocean has made them lanky and tall with stealth-like skills. They prefer to use specially-designed maces to sneak up on their opponent, strike fast, and slip away. WEAPON OF CHOICE: Maces. The clan members may include (name, clan ARM/DISARM, Attribute(s)): Fesh/Praags, 3•1, COUNTER, SABOTAGE; Rill/Praags, 3•2, SACRIFICE, STEALTH; Zeerum/Praags, 2•3, COUNTER, STEALTH; Leach/Praags, 2•3, SABOTAGE, STEALTH; Wing/Praags, 3•2, COUNTER; Scoe/Praags, 3•2, SABOTAGE, SACRIFICE.

To further the collective appeal of the game, interspersed within the various sets or other collections, members of the four hidden tribes may be included. The available members within each clan may advantageously be listed in decreasing regularity of inclusion (e.g., uncommon, rare, ultra-rare). The first hidden clan Kaans may be aesthetically adorned to match the description: Kaans—REGION OF ORIGIN: Tropics. The Kaans are the most inventive warriors. Very mystical, they use hidden energy and mental strength to beat their opponents. They wield symbolic weapons crafted from the objects that surround them. WEAPON OF CHOICE: Horned Skulls. The clan members may include (name, clan ARM/DISARM, Attribute(s)): Kane/Kaans, 3•2, RE-ARM; Odg/Kaans, 5•1, RE-FIT, SUPPORT; Brock/Kaans, 4•1, DEFEND, RE-FIT; Blork/Kaans, 2•3, DEFEND, RE-ARM; Rudge/Kaans, 4•1, DEFEND, STEALTH; and Gowan/Kaans, 3•3, STEALTH.

The second hidden clan Logons may be aesthetically adorned to match the description: Logons—REGION OF ORIGIN: Tundra. Logon warriors are small, lean and super fast! Even though they aren't as strong as some warriors, they rely on their technical abilities and strategic planning to overpower even their strongest opponents! WEAPON OF CHOICE: Ice Spikes. The clan members may include (name, clan ARM/DISARM, Attribute(s)): Thur/Logons, 5•1, GRACE, RE-FIT; Holt/Logons, 5•1, RE-FIT, SACRIFICE; Etch/Logons, 4•1, RE-ARM, SUPPORT; Jorm 4•2, GRACE, SACRIFICE; Von/Logons, 5•1, RAID•RE-ARM, WEAK; and Skinner/Logons, 5•1, RAID, RE-FIT.

The third hidden clan Zhangcons may be aesthetically adorned to match the description: Zhangcons—REGION OF ORIGIN: Lava Pools. Zhangcon warriors are tough-minded and physically strong. Years of living in rough conditions has trained them to handle ANYTHING! They can last through the longest battle if they think through their moves. WEAPON OF CHOICE: Hook Blades. The clan members may include (name, clan ARM/DISARM, Attribute(s)): Kurr/Zhangcons, 4•1, RAGE; Zurc/Zhangcons, 3•3, STEALTH; Goff/Zhangcons, 5•2, DEFEND, WEAK; Brank/Zhangcons, 5•2, RAGE, WEAK; Hoj/Zhangcons, 2•4, DEFEND, STEALTH; and Birn/Zhangcons, 4•2, RAGE.

The fourth hidden clan Citics may be aesthetically adorned to match the description: Citics—REGION OF ORIGIN: Urban Wastelands. The Citics are the most athletic and competitive of all the warrior clans. Their unique weapons and protective armor are created from objects scavenged from the ruins of once beautiful cities. WEAPON OF CHOICE: Iron Hammers. The clan members may include (name, clan ARM/DISARM, Attribute(s)): Clure/Citics, 4•1, COUNTER, SUPPORT; Rett/Citics, 3•2, COUNTER, SUPPORT, Ott/Citics, 4•2, RUTHLESS; Fitz/Citics, 2•4, COUNTER, RE-FIT, Gord/Citics, 3•3, RUTHLESS; and Yelib/Citics, 5•1, RUTHLESS, SUPPORT.

In FIG. 17, play conditions are specified by a Team Combat Map 260 that combine with the toy apparatus 110 to form a game assembly for building armies of warrior spheres 137 and competing for control of Territories, which comprise eight Clan Regions 261-268 (i.e., Zhangcons, Brattezans, Logons, Soroms, Kaans, Praags, Cities, Gertazons regions et seq.) and a central neutral Wasteland region 269, each region comprising four territories annotated “a” through “d”. The player who earns the most Territory Points Number 272, indicated as a number 2-6 on an individual territory 261 a-269 d inclusive. A Combat Label 274 on each territory indicates whether Match Combat (like Series Combat but with only one Warrior selected to represent each army), or Team Combat (multiple warrior battle using the special features of the Team Combat Attachment). Each Territory tells you which type of combat to use and what special rules 276 are active during combat. The latter include: “ERODE”: Upon entering this territory, each player must remove one weapon from one of his Warriors (unless it is the last weapon of the last Warrior in the army); “EQUIP [NAME OF CLAN]”: Each Warrior of this clan (on both teams) can re-attach 1 lost weapon; “HONOR”: Unless he has RAGE Ability, the winner takes on the loser's Disarm rating if it is lower than his own; “NO [NAME OF ABILITY]”: The ability named doesn't work in this territory; “RAID”: After Disarming loser, winner may remove one weapon from any other Warrior in the opposing army; “RE-FIT”: Upon entering this territory, can re-arrange any weapon(s) he still has; “STORM”: Players can use the Storm Levers to disrupt the air stream; “WEAK”: The Warrior is Knocked Out after only one Pin. Ability cards (not shown) and/or a legend on the Team Combat Map 260 may be included for quick reference to the meaning of abilities and special rules.

In Table 2 below, the information contained in the illustrative Team Combat Map 260 is presented in tabular form, with territory 269 a being the “start here” territory: TABLE 2 Territory Adjacent Clan Region Territory Points Combat Label Special Rule(s) Territories Zhangcons 261a 3 Team Combat: 2 Weak, Erode 261b, 261d, 268c, 268d 261b 4 Team Combat: 3 Storm, Equip 261a, 261c, 261d, Zhangcons 268c, 269d 261c 5 Match Combat Erode 261b, 261d, 262d, 269d 261d 6 Match Combat Weak, Erode 261a, 261b, 261c Brattezans 262a 3 Team Combat: 3 Equip Brattezans 262b, 262c, 263a, 264a, 264c, 269a, 269d 262b 4 Team Combat: 2 Equip Brattezans, 262a, 262c, 262d, No Grace 269d 262c 5 Match Combat 262a, 262b, 263a 262d 6 Team Combat: 2 No counter, Storm 261c, 262b, 269d Logons 263a 3 Team Combat: 2 No counter 262a, 262c, 263b, 263d, 264c 263b 4 Team Combat: 3 Equip Logons 263a, 263c, 263d, 264b, 264c 263c 5 Match Combat Honor 263b, 263d, 264a, 264b 263d 6 Match Combat Honor 263a, 263b, 263d Soroms 264a 3 Team Combat: 3 Equip Soroms 262a, 264b, 264c, 269a, 269b 264b 4 Team Combat: 2 No counter, Equip 263b, 263c, 264a, Soroms 264c, 264d, 265a, 269b 264c 5 Team Combat: 3 Storm, No Stealth 262a, 263a, 263b, 264a, 264b 264d 6 Team Combat: 3 Raid, Storm 263c, 264b, 265a, 265b Kaans 265a 3 Team Combat: 3 Equip Kaans, 264b, 264d, 265b, Weak 265c, 265d, 269b 265b 4 Team Combat: 2 Raid, Storm 264d, 265a, 265d 265c 5 Match Combat Equip Kaans 265a, 265d, 266b, 269b 265d 6 Match Combat Equip Kaans 265a, 265b, 265c Praags 266a 3 Team Combat: 2 Equip Praags 266b, 266c, 266d, 269a, 269b, 269c 266b 4 Team Combat: 3 Weak 265c, 266c, 269b 266c 5 Match Combat No rage 266a, 266b, 266d, 269b 266d 6 Match Combat No rage, Storm 266a, 266c, 267b, 269c Citics 267a 3 Team Combat: 2 No raid, Equip 267b, 267c, 267d, Citics 268b, 268d, 269c 267b 4 Team Combat: 2 Raid, Erode 266d, 267a, 267d, 269c 267c 5 Match Combat No rage 267a, 267d, 268d 267d 6 Match Combat Equip Citics 267a, 267b, 267c Gertazons 268a 3 Team Combat: 3 Storm 268b, 269a, 269c, 269d 268b 4 Team Combat: 3 Honor, Equip 267a, 268a, 268c, Gertazons 268d, 269c, 269d 268c 5 Match Combat Storm 261a, 261b, 268b, 268d, 269d 268d 6 Team Combat: 2 Storm 261a, 267a, 267c, 268b, 268c Wasteland 269a 2 Team Combat: 2 START HERE 262a, 264a, 266a, 268a, 269b, 269c, 269d 269b 3 Team Combat: 2 Re-fit 264a, 264b, 265a, 265c, 266a, 266b, 266c, 269a 269c 3 Team Combat: 2 Re-fit 266a, 266d, 267a, 267b, 268a, 268b, 269a 269d 3 Team Combat: 2 Re-fit 261b, 261c, 262a, 262b, 262d, 268a, 268b, 268c, 269a

To prepare for play, (1) Each player chooses different markers to place on each Territory after the player has won it. For example, different coins or extra weapons (a different color for each player), etc.; (2) Players select an equal number of Warriors to make up their army for the game. Win the game by scoring Territory points equal to three times the size of your army (i.e., for two warriors, six points to win; for three warriors, nine points to win; for four warriors, twelve points to win; for five warriors, fifteen points to win; for six warriors, eighteen points to win; and for seven warriors, twenty one points to win); (3) If players have built their fighting forces ahead of time by picking up additional Warrior Packs (sold separately), each player selects the same number of his Warriors to fight against the enemy. If using only Warriors that came with the game, the player places all Warriors in the game box (or a bag, hat, etc.). Without looking, players take turns drawing out Warriors one at a time, until each has an equal number for his army (NOTE: If you have at least five Warriors of the same Clan in your army, you may add one extra Warrior from that Clan while the Territory points needed to win remains the same); (4) Players ARM their Warriors with weapons according to their ARM ratings, if necessary taking turns selecting weapons from a common pile until the warriors are fully armed or players can use weapons from their personal collection, with weapons selected in view of color attributes that apply (NOTE: A Warrior can be equipped with no more than two of the same weapon during battle).

For Team Combat, (1) Play begins in the Wasteland territory in the center of the map. Players choose a number of Warriors equal to the TEAM COMBAT number on the Territory (e.g., TEAM COMBAT: 2 Each player uses two Warriors). The first player to Knock Out both of his opponent's Warriors gets the Territory Points in that space. NOTE: If players have fewer Warriors than are required to play in a Territory, they use the number of Warriors they have remaining. (2) With power turned off, place the first two Warriors in the Arena. Place any other Warriors in the Launchers. (3) Switch on-the battle begins! (4) After one Warrior is Knocked Out, the player releases another Warrior from a Launcher to replace it. (5) Only two Warriors can be in the air at one time. If one Warrior is alone in the air and falls out before his next opponent is released, the player puts him back in the air stream. A Warrior cannot lose by knocking out himself. (6) The player who has a Warrior left in the air after all his opponents have been Knocked Out is the winner. He places his marker on that Territory and is awarded the Territory Points. (7) The winning Warrior can Disarm any ONE of his opponent's Warriors from that battle by using the Abilities of the final winning Warrior and the Abilities of the Warrior that is chosen to be disarmed. (8) When a Warrior's last weapon is removed, he is Eliminated, and removed from the game. Weapons removed are set aside and can only be reused if certain Abilities or Territory Special Rules apply. (9) The LOSER chooses the next unused adjacent Territory to fight in (adjacent means a Territory that is touching the present Territory). If there is no unused adjacent Territory, the loser can choose any other unused Territory on the board.

In Match Combat, in these Territories, each player selects only ONE Warrior to represent his army. The Warrior is armed according to his Arm rating. (1) With power turned off, the player places the two Warriors in the Arena. (2) Switch on-the battle begins! (3) After a Knockout, the winning Warrior can Disarm the loser. Abilities may apply. (4) As long as both Warriors still have weapons, they battle again. Both Warriors are placed in the Arena and the switch is turned on. (5) When one of the Warriors is Knocked Out and loses his last weapon, he is Eliminated. The Eliminated warrior is removed from the game and his weapons are set aside and can only be reused if certain Abilities or Territory Special Rules apply. (6) The winner places his marker on the Territory and scores the Territory Points. The LOSER chooses the next Territory. If there is no unused adjacent Territory, the loser can choose any other unused Territory on the board.

Winning the Game occurs when the first player earns the winning number of points specified at the beginning of the game. If one player Eliminates all Warriors in his opponent's army, he wins, no matter what the score is.

While the present invention has been illustrated by description of several embodiments and while the illustrative embodiments have been described in considerable detail, it is not the intention of the applicants to restrict or in any way limit the scope of the appended claims to such detail. Additional advantages and modifications may readily appear to those skilled in the art.

For example, although having a plurality of weapons for an individual to select and attach to a given generally spherical object may increase the enjoyment of game play, applications consistent with the present invention may include permanently fixed weapons/projects. Alternatively, such weapons/projects may be permanently attachable by the end user.

For another example, while a spherical enclosure is depicted in the illustrative version, it should be appreciated with the benefit of the present disclosure that additional interactive features may be included, such as the participants projecting an object laterally into the air stream (e.g., a dart gun, another generally spherical toy). For example, a base could contain two or more air stream producing nozzles that have a degree of rotation such that each participant may suspend their respective generally spherical toy over one nozzle and direct their generally spherical toy toward the others until interaction causes a “battle” to occur, and/or use their own controllable air stream to attempt to eject another player's object.

As another example, the participants may cause the single air stream to vary in intensity, direction, turbulence, narrowness, etc. by use of other styles of mechanical obstructions and/or electrical controls to impart even more unpredictability or variation into the game play. This variation may give certain types of generally spherical objects with selected attachments an advantage in certain scenarios with a disadvantage in others (e.g., heavier doing better in high volume, rotationally more stable one less perturbed by turbulent flow, off balance arrangement doing better to eject other more spherical objects in a steady state air flow). The clans or clan member types may be varied in accordance with a desired style of play.

As yet another example, although a circular enclosure is depicted in the illustrative version, it should be appreciated that an enclosure may be other shapes, such as square, rectangular, pentagon, oval, etc.

As yet another example, while a hollow sphere is depicted, it should be appreciated that solid (e.g., foam) objects may be used instead. 

1. A toy, comprising: a base; an air stream producing device supported by the base; a nozzle attached to the air stream producing device directing an air flow from the air stream producing device generally upward; a basket having a bottom aperture aligned with the nozzle; a plurality of light-weight objects supportable within the air stream by Bernoulli's effect; and a plurality of projecting elements each attached to respective one of the plurality of light-weight objects to interact with the air flow and other ones of the plurality of light-weight objects.
 2. The toy of claim 1, wherein the light-weight objects comprise generally spherical objects.
 3. The toy of claim 1, further comprising a plurality of launchers operable to project the plurality of light-weight objects into the air flow.
 4. The toy of claim 3, wherein each of the plurality of launchers is attached to the basket.
 5. The toy of claim 1, further comprising a plurality of attachments sized to receive respective ones of the projecting elements.
 6. The toy of claim 1, further comprising an air flow control operable to adjust the air flow for a desired interaction with the light-weight objects.
 7. The toy of claim 6, wherein the air flow control comprises a throttle lever controlling an amount of air flow through the nozzle.
 8. The toy of claim 7, wherein the air flow control comprises a plurality of air fins manually inserted into the air flow to induce turbulent air flow.
 9. The toy of claim 1, wherein the light-weight objects comprise a hollow shell having a plurality of holes sized to receive the projecting elements.
 10. A game assembly, comprising: a game board divided into a plurality of territories, each territory associated with a numeric point value; an apparatus, comprising: a base, an air stream producing device supported by the base, a nozzle attached to the air stream producing device directing an air flow from the air stream producing device generally upward, a basket having a bottom aperture aligned with the nozzle, a plurality of light-weight objects supportable within the air stream by Bernoulli's effect, and a plurality of projecting elements each attached to respective one of the plurality of light-weight objects to interact with the air flow and other ones of the plurality of light-weight objects; wherein the numeric point value is awarded to a particular player based upon an assigned one of the plurality of light-weight objects remaining aloft in the air stream longer than another one of the plurality of light-weight objects.
 11. The game assembly of claim 10, further comprising an arm indicia associated with a selected one of the plurality of light-weight objects indicating a maximum number of projecting elements attachable thereto prior to being inserted into the air flow.
 12. The game assembly of claim 10, further comprising a disarm indicia associated with a selected one of the plurality of light-weight objects indicating a number of projecting elements removed from a light-weight object after failing to remain aloft in the air stream.
 13. The game assembly of claim 10, further comprising an ability indicia associated with a selected one of the plurality of light-weight objects adjusting a number of times of failing to remain aloft in the air stream for being deemed eliminated.
 14. The game assembly of claim 10, further comprising a special rule indicia associated with a selected one of the plurality of the territories adjusting a number of times of failing to remain aloft in the air stream for being deemed eliminated.
 15. The game assembly of claim 10, wherein the apparatus further comprises a plurality of launchers operable to hold the plurality of light-weight objects and to inject each into the air stream.
 16. The game assembly of claim 10, wherein the apparatus further comprises a plurality of air fins operable to be manually positioned in the air stream to induce turbulence.
 17. The game assembly of claim 10, further comprising a special rule indicia associated with a selected one of the plurality of the territories adjusting a number of projecting elements to be attached to a selected one of the plurality of light-weight objects.
 18. The game assembly of claim 10, wherein the light-weight objects comprise generally spherical objects.
 19. The game assembly of claim 10, further comprising a special rule indicia associated with a selected one of the plurality of the territories adjusting a number of light objects of each player to be placed in the air stream in a contest for the numeric point value.
 20. A method of playing a game, comprising: assigning at least one of a plurality of uniquely identifiable light weight objects to each of a plurality of players; providing an upward air stream sized to support the plurality of light-weight objects by Bernoulli's effect; and assigning a score to at least one of the plurality of players based upon an assigned light-weight object remaining in the air stream longer than another one. 